create-sipher-ans

Generate Unreal Engine C++ AnimNotifyState classes with GAS and UniversalDamage integration.

Updated Mar 2, 2026
One-click install
npx skills add https://github.com/buihuuloc/universal-ue-skills --skill create-sipher-ans
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: create-sipher-ans
Source: https://github.com/buihuuloc/universal-ue-skills/tree/main/skills/create-sipher-ans
Command: npx skills add https://github.com/buihuuloc/universal-ue-skills --skill create-sipher-ans

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This skill streamlines the creation of complex combat animation notify states (ANS) in Unreal Engine, ensuring proper integration with the Gameplay Ability System (GAS) and the UniversalDamage pipeline.

Core Features & Use Cases

  • Automated ANS Generation: Creates SipherANS_* classes with GAS and UniversalDamage integration.
  • Consistent Combat Logic: Enforces best practices for damage application, hit reactions, and status effects.
  • Use Case: Quickly generate a new SipherANS_PlayerGroundSlam notify state that correctly applies damage, triggers hit reactions, and applies a knockdown effect upon landing.

Quick Start

Use the create-sipher-ans skill to generate a new SipherANS_EnemyMeleeAttack class.

Frequently Asked Questions about create-sipher-ans

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate Unreal Engine AnimNotifyState classes for combat systems?

To generate Unreal Engine AnimNotifyState classes for combat systems, use this skill to automatically create `SipherANS_*` C++ classes. It ensures proper integration with the Gameplay Ability System and UniversalDamage pipeline for damage application and hit reactions.

What is the best way to apply damage and status effects using AnimNotifyState in Unreal Engine?

The best way to apply damage and status effects using AnimNotifyState in Unreal Engine is by generating `SipherANS_*` classes. This enforces best practices for damage application, hit reactions, and status effects within the Gameplay Ability System.

Does this AnimNotifyState generation approach support console certification requirements?

Yes, this AnimNotifyState generation approach supports console certification requirements. The generated C++ classes require specific include directives, damage application patterns, and async loading to ensure compliance with console certification standards.

How do I create a knockdown effect notify state that integrates with Gameplay Ability System?

To create a knockdown effect notify state that integrates with Gameplay Ability System, generate a custom `SipherANS_*` class. For example, a `SipherANS_PlayerGroundSlam` notify state can correctly apply damage, trigger hit reactions, and apply a knockdown effect upon landing.

Can I use this skill to generate melee attack combat logic for enemies?

Yes, you can use this skill to generate melee attack combat logic for enemies. It quickly creates classes like `SipherANS_EnemyMeleeAttack` that correctly apply damage and trigger appropriate hit reactions through the UniversalDamage pipeline.

Why does my custom combat AnimNotifyState fail to apply damage correctly in Unreal Engine?

Custom combat AnimNotifyState classes often fail to apply damage correctly in Unreal Engine due to non-compliance with GAS standards. This skill solves that by enforcing specific include directives and damage application patterns required by the UniversalDamage pipeline.